Simple Renderings Thread

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StompinTom
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Re: Simple Renderings Thread

Post by StompinTom » Sat Jan 05, 2013 7:16 am

OnoSendai wrote:Trying out new glossy transparent with a SSS test.
Head model is the 'infinite head'.
Scattering coefficient is 1000, but it's still too low :)
Looks greasy :P

Would it be possible to have a play with that scene? Maybe a different light setup could show off the SSS a bit better?

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Mon Jan 07, 2013 8:23 am

I have attached the head scene.
Render with single-directional path tracing.
Displacement could do with a bit of tweaking as mentioned by Zom-b.
You will have to download the head model + textures yourself and adjust the paths in the IGS file.

Get the data from http://www.ir-ltd.net/infinite-3d-head-scan-released
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sss_head_test.igs
(11.45 KiB) Downloaded 141 times

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Tue Jan 08, 2013 3:46 am

Trying out different displacement parameters:
b = 0.006, c = -0.003 (so that mid-grey is zero displacement)
texture exponent (gamma)=1.
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diffuse b =0.006 c=-0.003 gamma 1.jpg

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Tue Jan 08, 2013 7:17 am

it looks right.

mudbox and ZBrush use 50% grey as zero displacement, probably the authors of the head data went along with the standards.
obsolete asset

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Re: Simple Renderings Thread

Post by FakeShamus » Tue Jan 08, 2013 9:48 am

thought I'd give this head a try - took a lot of tweaking to get the absorption working half way decent, it doesn't use any scattering. basically blended glossy transparent and phong. still a bit waxy I think... I'm attaching the .igm (sans textures) if anybody wants to play with it.
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infinite head blend.igm
(5.39 KiB) Downloaded 150 times
infinitehead_test.jpg
infinitehead_test2.jpg

Voytech
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Simple Renderings Thread

Post by Voytech » Tue Jan 08, 2013 10:05 am

Thats damn nice!

FakeShamus
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Re: Simple Renderings Thread

Post by FakeShamus » Tue Jan 08, 2013 12:02 pm

gave him a "skull" and added some sss to the skin material, now he's not so dead.
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infinitehead_test3.jpg

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Tue Jan 08, 2013 1:20 pm

FakeShamus wrote:gave him a "skull" and added some sss to the skin material, now he's not so dead.
Good stuff!
How did you do the skull?

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Re: Simple Renderings Thread

Post by FakeShamus » Tue Jan 08, 2013 2:17 pm

OnoSendai wrote:Good stuff!
How did you do the skull?
Copied the head and scaled it down, trying to give it even space all around. then cut of the ears and nose and dug out some eye sockets. Made it a dark red diffuse. The SSS takes a long time to converge with this material, any tips to speed it up?

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Zom-B
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Re: Simple Renderings Thread

Post by Zom-B » Wed Jan 09, 2013 5:43 am

Here some Background Object for a Kitchen Scene I work on atm.
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Obstkorb mit Petersilie.jpg
Last edited by Zom-B on Thu Jan 17, 2013 6:26 am, edited 2 times in total.
polygonmanufaktur.de

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cotty
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Re: Simple Renderings Thread

Post by cotty » Wed Jan 09, 2013 6:23 am

I've read about a simple trick to "fake" the front end textures of the board:
Use the same texture as for the side of the board, but flip and scale a lot...
Maybe you can use it here?
obstkorb_edited.jpg
Is there a "getrennt" versio of the chair? :wink:
little gallery... http://unverzagt.biz/cottysgallery/

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Zom-B
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Re: Simple Renderings Thread

Post by Zom-B » Wed Jan 09, 2013 6:37 am

Hey cotty, good point about the texture, will do as suggested :)
The image of the chairs is a based on 2 renderings, so you could imagine how "getrennt" would look like ^^
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zeitmeister
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Simple Renderings Thread

Post by zeitmeister » Wed Jan 09, 2013 7:14 am

Sehr schön, ZomB!
Cheers, David



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Impulse
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Re: Simple Renderings Thread

Post by Impulse » Wed Jan 09, 2013 7:58 am

Die Petersilie fetzt :shock:
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Mor4us
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Re: Simple Renderings Thread

Post by Mor4us » Wed Jan 09, 2013 10:26 am

the petersilie is awsome :D
already 2sided mats?

somehow the fabric on your chair still looks.... hypnotic...
maybe you could improve the texture to reduce/avoid the tiling

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